So, I worked on a map on my game BloodLine, it took me some hours to make and it’s small… But it’s laggy??? I tried removing some stuff to see what was lagging, and even after I remove some buildings and the light poles it still laggy [ The light poles are from the toolbox because I was lazy to do one, so I used one from the toolbox, but I’ll make one soon. ]
Have you utilized any free models? or any models given from a YouTube video? Some of those models could contain deleterious scrips inside of them kenned as “viruses”. which could make your game laggy, not function correctly, or even ruin your entire game.
Nope, the only models that are from the toolbox are light poles and meshes, I scripted everything and checked for viruses in every model. If there was a viruses, it wouldn’t lag in ROBLOX Studio, just when you’re in-game, I already noticed that.
Part count does have an effect on performance, how many parts are there in this map?
Script also play a role in performance, do you have any scripts with while do loops or for i,v in pairs() do loops? Try putting a wait()in each one
I usually use .Changed(), sometimes I use while wait() do, i loops and RenderStepped events, but what is lagging isn’t the scripts, it’s actually the map. Also, I think that the only stuff have so much parts are the windows, because the buildings usually have 1-2 parts.
CollisionFidelity. Having meshes collisions on PreciseConvexDecomponstion (ignore my spelling) is REALLY bad. Have as many meshes set to box and hull as possible.
Just a little thing
When changing meshes CollisionFidelity
You cannot select multiple and change them all
If they all have different collisionfieldity’s, you have to manually select every one and change them for some odd reason…